Casting Systems for Birthright


In keeping with the Birthright feel, I felt it helpful to create systems of magic in keeping with the old style. This should maintain the balance of power, and even allow some conversion from AD&D to the Fuzion system. Wizardly magic, therefore, has different systems for Wizards (still requires a blooded character), Magicians, and Bards. These systems allow at least some access to most spell categories.

Priestly magic has systems which depend on the deity, and can even further depend on the sect and only has access to categories and spells the deity chooses. Although priestly magic can seem limited in the spell categories and spells to choose from, faithful priests are the only characters which may purchase super powers. See individual Priestly Magic systems for details.

All Birthright magic systems use a Magic Recovery of 5 minute units.

Magician Magic
Casting Method: Speak, Gesture, Reagents
Time: x1
Skills: +1 Illusion, +1 Knowledge
Aspect: +2 Illusion, +2 Knowledge
Special: Can not exceed mage level 2 ability in any spell category except Illusion and Knowledge. No access to Physiology.

Some recommended magic-related skills for bards would be Lore, Relicology, and Thaumaturgy although others may be chosen as well.

Bardic Magic
Casting Method: Song
Time: x1.5
Skills: +2 Enchantment
Aspect: +2 Enchantment, +2 Illusion, +1 Knowledge
Special: Can not access any other spell category other than those listed as Aspects.

Some recommend magic-related skills for bards would be Lore and Relicology.

Wizardly Magic - Elves
Casting Method: Speak, Gesture
Time: x1
Skills: +1 Enchantment, +1 Illusion, +1 Mental, -1 Summoning, -1 Necromancy
Aspect: +1 Elemental category of choice, +1 Mental, -2 Necromancy
Special: Can not access Physiology.

Wizardly Magic - Half Elves
Casting Method: Speak, Gesture
Time: x1
Skills: +1 Enchantment
Aspect: +1 Enchantment, -1 Necromancy
Special: Can not access Physiology.

Wizardly Magic - Anuirean
Casting Method: Speak, Gesture, Reagents
Time: x1
Skills: +1 Knowledge, +1 Combat, -1 Illusion, -2 Necromancy
Aspect: +1 Knowledge, +1 Combat, -1 Enchantment
Special: Can not access Physiology. Requires a bloodline.

Wizardly Magic - Brecht
Casting Method: Speak, Gesture, Reagents
Time: x1
Skills: +1 Knowledge, -2 Illusion,
Aspect: +1 Knowledge
Special: Can not access Physiology. Requires a bloodline.

Wizardly Magic - Khinasi
Casting Method: Speak, Gesture, Reagents
Time: x1
Skills: +1 Summoning, -1 Illusion, -1 Necromancy
Aspect: +1 Summoning
Special: Can not access Physiology. Requires a bloodline.

Wizardly Magic - Rjurik
Casting Method: Speak, Gesture, Reagents
Time: x1
Skills: +2 Nature, +2 Wizardry
Aspect: +1 Nature, -1 Combat
Special: Can not access Physiology. Requires a bloodline.

Wizardly Magic - Vos
Casting Method: Speak, Gesture, Reagents
Time: x1
Skills: +2 Combat, +2 Wizardry
Aspect: +1 Combat, -1 Mental
Special: Can not access Physiology. Requires abloodline.

Priestly Magic - Avani
Casting Method: Speak, Religion
Time: x1
Skills:
Aspects: +1 Knowledge, +1 Elemental - Fire, +1 Physiology, +1 Combat (Protection Spells), +1 Light and Dark, -1 Mental, -1 Creation/Destruction (Creation only)
Special: Limited to spells in Aspects only or diety's discretion. This deity can grant use of the spell, Turn Undead.

Special powers may be granted to faithful priests of Avani such as bonuses to perceive illusions, and the ability to throw flaming arrows or fire mystical beams of light and fire. (The character may save up experience to purchase appropriate powers. The GM and player can work together to generate a ritual or adventure based around such a "blessing".)

Priestly Magic - Erik
Casting Method: Speak, Religion
Time: x1
Skills:
Aspects: +1 Nature, +1 Physiology, +1 Elem. Earth, +1 Elem. Air, +1 Elem. Fire, +1 Elem. Water, -1 Knowledge, -1 Combat (Protection spells)
Special: Limited to spells in Aspects only or diety's discretion. This deity can grant use of the spells Bless and Curse.

Erik rewards faithful priests by granting matching skill points in each of the following skills: stealth, tracking, animal handler.

Priestly Magic - Haelyn
Casting Method: Speak, Religion
Time: x1
Skills:
Aspects: +1 Mental, +2 Combat, +1 Elem. Air, +1 Physiology, -1 Knowledge, -1 Creation/Destruction, -1 Wizardry
Special: Limited to spells in Aspects only or diety's discretion. This deity can grant use of the spells Turn Undead, Bless and Curse.

So long as the priest remains faithful to Haelyn, he can grant a +2 bonus to any action roll resisting the effects of fear (this is available immediately for free). Haelyn can also increase the SPD of a deserving cleric up to 150% of the original SPD value.

Priestly Magic - Nesirie
Casting Method: Speak, Religion
Time: x1
Skills:
Aspects: +1 Nature (sea creatures), +1 Mental, +1 Knowledge, +1 Elem. Water, +1 Combat (Protection spells) +1 Physiology, -1 Combat (Attack spells)
Special: Limited to spells in Aspects only or diety's discretion. This deity can grant use of the spells Turn Undead, Bless and Curse.

Nesirie grants the ability to breathe water or walk on water once per day for up to 10 minutes. This power remains until the priest falls out of favor. Characters of import in the service of Nesirie sometimes earn the ability to summon fog to literally entrap foes (Entangle Super Power).

Priestly Magic - Sera
Casting Method: Speak, Religion
Time: x1
Skills:
Aspects: +1 Knowledge, +1 Physiology, +1 Combat (Protection spells), +1 Summoning, -1 Mental, -1 Combat (Attack spells)
Special: Limited to spells in Aspects only or diety's discretion. This deity can grant use of the spells Bless and Curse.

A beginning priests of Sera tend to be luck and gain a +2 to the appropriate characteristic to avoid the magical effects. Additionally, renown priests of Sera are said to have been granted the power of Invisibility. Sera will sometimes waive the energy cost of particularly imaginative bless and curse spells.

Priestly Magic - Cuiraecen
Casting Method: Speak, Religion
Time: x1
Skills:
Aspects: +2 Combat, +1 Elem. Air, +1 Elem. Water, +1 Wizardry, -1 Physiology, -1 Movement
Special: Limited to spells in Aspects only or diety's discretion. This deity can grant use of the spells Bless and Curse.

Battle Priests of Cuiraecen have been known to receive certain divine blessings. Characters may earn the ability to call down lightning (Energy Blast Super Power) and/or Damage Reduction vs. cold based attacks.

Priestly Magic - Eloele
Casting Method: Speak, Religion
Time: x1
Skills:
Aspects: +1 Nature (animals), +1 Mental, +1 Knowledge, +1 Light and Dark, -1 Healing, -1 Necromantic
Special: Limited to spells in Aspects only or diety's discretion. This deity can grant use of the spells Control Zombie, Bless and Curse.

Eloele matches points placed in the following skills on a one for one basis: Stealth, Shadowing, Climbing, and Lock picking. Eloele has been known to bestow the powers of Infravision, and Darkness.

Priestly Magic - Laerme
Casting Method: Speak, Religion
Time: x1
Skills:
Aspects: +1 Mental, +1 Creation/Destruction, +1 Elem. Fire, +1 Physiology, +1 Combat (Protection only), +1 Summoning, -1 Knowledge
Special: Limited to spells in Aspects only or diety's discretion. This deity can grant use of the spells Turn Undead, Bless and Curse.

Laerme, being a rather chaotic goddess has been known to bestow a variety of powers upon the greatest artists and lovers of her clergy. Examples: Change environment (fires only), Mind Control (charm effects), Energy blast (variety of fire based attacks).

Priestly Magic - Kriesha
Casting Method: Speak, Religion
Time: x1
Skills:
Aspects: +1 Nature (Animals), +1 Combat, +1 Elem. Water (Ice spells), +1 Necromantic, +1 Summoning, -1 Physiology, -1 Light/Dark
Special: Limited to spells in Aspects only or diety's discretion. This deity can grant use of the spells Bless and Curse.

Kreisha is a cold, calculating and evil goddess which will reward her followers with chilling power. At the time of acceptance into the clergy, Kriesha awards the acolyte with a +1 to DV vs. cold based attacks. Other powers granted later include: Force Wall (ice) , Area Affect Blast (ice storm), Conical Area Affect Blast (cone of cold), Damage Reduction vs. Cold attack.

Priestly Magic - Belinik
Casting Method: Speak, Religion
Time: x1
Skills:
Aspect: +2 Combat, +1 Summoning, +1 Wizardry, +1 Creation/Destruction(mainly destruction), -1 Nature (animal), -1 Mental -1 Physiology
Special: Limited to spells in Aspects only or diety's discretion. This deity can grant use of the spells Bless and Curse.

This chaotic god of feud and fear grants a bonus of +1 to the battle skill of choice for a new acolyte. Other commonly endowed powers (given only to the most brutal examples of his priesthood) include bonuses to STR and CON (+1 max), increased SPD (up to 50% more SPD), a bonus to WILL vs. mind affecting magic, and a bonus to PRE for PRE attacks only.

Priestly Magic - Moradin
Casting Method: Speak, Religion
Time: x1
Skills:
Aspect: +1 Combat, +1 Creation/Destruction, +1 Knowledge, +1 Light/Dark, +1 Physiology, -1 Necromantic, -Elemental: Earth
Special: Limited to spells in Aspects only or diety's discretion. This deity can grant use of the spells Bless, Curse, and Turn Undead.

This good god of the Dwarves, chief of the Dwarven Pantheon, has been known to grant special, powerful spells as well as powers of Clairvoyance.



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